Proxies and flash grenades

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Shadowstar
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Post by Shadowstar »

I made a Chaos map where the camo mesh is a giant proxy. So if you turn on camo, you become a huge proxy with little feet... (They're actually your player's feet, but they stick out the bottom of the model). It's very comical. I wish I had a screenshot of it, I'd post it.
jb
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Post by jb »

Ok figured had enough feed back to add in this quick change. If a proxy has an enemy, and its flashed and its close enough to the spot where the flash went off, then the blast, sounds, noise will confuse the poor little guys so it "forgets" who its enemy is... But it only works when they are close... This is somehting that we are going to try internally to see if it works. if so then we may keep it.

BTW the bots WERE NOT effected. We had hooks in the code but somehow those changes were lost. Bots are NOW effected. However Monsters are not. Those are a lot harder...
Last edited by jb on Wed Jul 23, 2003 1:36 am, edited 1 time in total.
Jb
Shadowstar
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Post by Shadowstar »

I'll make up those sounds after Hex...


"Ah! I can't see!"

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defalc
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Post by defalc »

Shadowstar wrote:I'll make up those sounds after Hex...
"The light! It hurts!"
What about "I see the light! It burns!" :D
Shadowstar
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Post by Shadowstar »

I was also thinking of adding in some classic quotes from Thievery. The AI guards sounded pretty funny when they got flashed...

"My eyes! I cannot see!"

Actually more of it is in the voice than the words. That's the approach I use when making the proxy voices, if the voice is kinda silly, the proxy sounds good.
jb
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Post by jb »

Rob,

make sure you work with spa. We have not decided yet how to add in more proxy sounds. I dont think we want to add them to the curret group as that would make people have to redownload it again..... We also may need sounds for poisoned and proxies on fire...ect.
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Swift Viper
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Post by Swift Viper »

Is it true that the when your poisoned or burned, that your own proxy would be too?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
jb
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Post by jb »

Swift Viper wrote:Is it true that the when your poisoned or burned, that your own proxy would be too?
No, but you can poison proxies (see them spit out green gobs of goo?)
Jb
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Post by FurrySound »

Its hilarious to watch... Just like in invasion, to watch the flying insects puking... :D
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Shadowstar
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Post by Shadowstar »

Don't worry. The way I'm going to be doing sounds from now on is just to make them and then upload them to my folder on the ftp. You guys can put them wherever you want from there.

I don't seem to recall if the proxies used my proxy vomit sounds when they are poisoned? Do they, and if not, could we make this possible?

I also noticed that corpses vomit... It's funny to watch a dead guy in a funny position spitting vomit...
WulfMan
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Post by WulfMan »

along the same lines as the flash grenades, the bots can still see thru the massive walls of fire created by the napalm grenades. if more than one is thrown, the flames are so thick, that a human player can't see thru them, however the bots can still hit you accurately even though you can't see them.

adding the same "blind" effect to the bots with the napalm and possibly poisen grenades might be something to look into to even the playing feild and allow the grenades to have several uses IE damage given, and as a visual barrier to cover escapes or flag runs.

just a thought
Image
jb
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Post by jb »

WulfMan wrote: adding the same "blind" effect to the bots with the napalm and possibly poisen grenades might be something to look into to even the playing feild and allow the grenades to have several uses IE damage given, and as a visual barrier to cover escapes or flag runs.

just a thought
Well techincally the bots can see so by blinding them what I do is set their vision to almost nothing and try that route. I also use a fearspot to mark that area. Currently I do have one for fire/poison and now flash... But we can look into it more..
Jb
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Post by Swift Viper »

Yes, please make sure the Flash Grenades WORKS on bots (And monsters) in the next verison or it will be useless offline.
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A2597
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Post by A2597 »

few things..

after extended play I've found the assault rifal to be more powerful then the crossbow....thats a little odd IMHO...

can can you add more mine types?

some ideas:

link mines:

Basically one mine does nothing, but if you lay a second one it links up with it with a link gun primary. (Like the fences in U2).

as an additional one, you can link up with a mine, so if YOUR using the link gun, your link mines link up with you.

they would be somewhat useful, but can be destroyed same as any other mine. :)


Flak Mine:
User runs by it, it shoots flak primary. Has a yellow beam rather then the red one of the fire mines. Last for ohh, five shots or until destroyed?

Shock Mine:
same idea as the flak mines, only a blue beam.
Shadowstar
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Post by Shadowstar »

Have you gotten any headshots with the crossbow yet? And last time I checked, I don't remember the AR being able to do additional poison or fire damage, or be able to hit someone 5 times at once, or charge up its attack for extra damage/range.

I like the new mines. Interesting ideas. However, if we do laser cutting mines, they will probably end up being your "laser fence" type of thing.
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